Hmm that may have been a bug but you could add in weaknesses that simulate the behavior, such that a injury that says death by bleeding out and have it have the negative stat modifier of -1000 hp such that whoever gets it is effectively killed. Not sure how the game engine would react to that one though.
halmal242
Has this been considered at all?
It can i made a gambeson like that.
For the armor thing I have been pondering for armors is removing pants as a separate item such that it would go like this, Padded => Leather Jerkin => Leather Armor (Chest and Legs) => Chain Shirt => Chain Armor => Plate Chest-plate => Plate Armor The thought here is that I have never seen where pants are used as a single equipment item. Plus lets think about this, what would your magic pants be exactly? [e digicons]O:)[/e]
Oddly enough it gave the bear cub 2xp per turn, I never did figure out why.
For reference I used that within a ability bonus. Here is the full ability that I was using, it was a test ability to attempt to create an evolution ability for creatures. [code="xml"] Unit_Level Bear Cub's Endurance +1
Here you go. Put this game modifier n works like a charm, I have tested it before. [code="xml"] Unit GiveExperience 1 1 [/code]
I like the idea of Assassins dual wielding daggers.
Interesting, I wonder what this means for source codes of games produced by Lucas Arts from long time ago, yeah in a galaxy far away. Maybe they will release age old source codes to finally be messed with. Talking about Star Wars: Rebellion a surprisingly complex game once you deal with the limited AI by helping it out some.
That is using the battleautocast and will not work for a strategic spell buff that is supposed to work at all times. Effectively this is a problem for either using a strategic buff that will be applied to all or being able to use calculate within abilitybonusoptions.
I actually kind of like this idea as it allows us to track when the important people say things without having to backtrack when someone says 'oh yeah they said that on another post a week ago".
One suggestion to the magic trees that I keep seeing as a problem is that for mages above all other units it is extremely difficult to stay relevant without talents/spells. I like the concept behind the different magic talents being gated but the way it is if you play a mage you have to spend points on the talent trees to improve the base class or spend your points on spells to make yourself more useful. This leaves mages kind of sucking until they have enough points to finally up
If I had to take a guess many of the core fixes/changes are going to be backported to FE. Thats not necessarily true but just a guess. [quote quoting="post"] New system for weapon upgrades where we can define types (so axemen always upgrade with axes, swordsmen with blades, etc). http://screencast.com/t/hFi0HwYz [/quote] Of all the things I see within the game changes this is the one I like the most. This allows modders to
Here is the thread from a while ago when I was trying to figure the coding out, https://forums.elementalgame.com/436815 .
Dude I love the crazy shrug. I have never seen that one before.
I have removed the exp split just on the sovereign and its pretty nice and allows the exp to still flow pretty well and it prevents the super stacks of doom. Overall my two copper is just remove the exp split on them and leave it on the other champions. This makes it that you an have your sov and one other champ and your trained units and then the rest of the champs have to fly solo for max exp.
This is actually one thing I really miss from E:WoM was the ability to create a trade route between your own cities which in turn made a road. Once so many round trips from the caravan were achieved the road upgraded. Simply put, just bring this back along with the road building ability for those that don't like the path the merchants choose, think about it they know of this really awesome inn kinda off the beaten path, that's why the road goes like it does.
Revenge damage is to simulate a pike stand against a cavalry charge. To say the least it was a brutally effective strategy in warfare to ground the but end of a pike and let a horse ram into it. It was .... messy.
I think I have a writeup on how to do revenge damage on one of the threads a while back that I was showing to Heavenfall, that combined with the plus damage to mounted units would be an interesting counter to mounted units.
A potential way of doing this is that once an upgrade is unlock it is added into an auto que within the outpost such that there is no micro management to upgrading the outposts.
You have to manually add it in. I posted the code in a different thread you have to re add. Here is the thread https://forums.elementalgame.com/436268 .
Alright then this is shelved like many other things for the moment until it can be hopefully addressed later.
This is something else I have noticed. Basically if the AI can not reach its tactical goal it stalls and won't move. I found the tactical goal is usually a ranged unit and therefore once it is blocked the AI then will not switch to a different target and just stops and does nothing.
Just a simple request for the feature auto cast to be unlocked for strategic use as well. Would allow for a lot of game functionality to be added without having to have static modifiers in effect always. This would allow for more evolving game play with the ability to implement different features which can only be accomplished currently though spells.
Just had a thought about this, can I add a buff spell to say something that all units use, say like the units heads?